#packaging

1 messages · Page 50 of 1

inner island
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Actually it's a dropbox question - I sync my builds to their, but I won't have time this morning to sync 30 GB worth of stuff, just because I forgot to do a simple bool check at the very first function

mellow bane
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Then it's a Dropbox question - depends on how Dropbox is implemented internally.

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Using Steam the upload would be small

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Depends if BP or C++

inner island
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First time really messing with savegame objects, I had originally had it in there but forgot to copy it back over, which was the stupid "DOES SAVE GAME EXIST" - I'd been debugging in the editor, where the savegame did exist, and forgot to add the check and create savegame at my beginplay - whoops - so I'd just get a black screen

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it was blueprint but I am assuming that the packager will overwrite all the files (even if it doesn't take long) and windows will see them as different - because that blueprint, even if it has a small change, is going to be included into PAK1 or whatever, and that will be seen as new

mellow bane
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Windows does not have a concept of "different"

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It's just a file, it has data, a size and modification date

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It doesn't do version control

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Dropbox does

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You're asking how Dropbox detects file changes and whether it uploads diffs or full files

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And personally I don't know that

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If you're looking for an Unreal solution to your Dropbox problem, you can generate a patch, provided you previously generated your build as a named release

inner island
mellow bane
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You don't really

inner island
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Well, the damn thing is still named MyProject.exe

mellow bane
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The patch system is pointless on PC and mobile at least

inner island
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Why?

mellow bane
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Because all modern distribution systems do a better job at it than Unreal

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Because it's ultimately their job

inner island
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Oh, this is a special project, it won't be distributed on ANY platform, this is sold to Fire Depts

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Onboarding is literally shipping a preloaded PC to them

mellow bane
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If you have updates, you'll have an updater

inner island
mellow bane
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Just because it is different doesn't mean it needs to upload it entirely

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Like I said, no modern platform does that

blazing acorn
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Thanks for answering man! I looked in here yesterday (before you gave that answer) and didn't find any .pdb files

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@mellow bane

mellow bane
blazing acorn
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Once again, thanks for answering, this is sort of time sensitive so if I could have someone guide me through, it would mean a lot haha

mellow bane
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Now you just need to get the minidump file in the crash folder, and do File -> Open -> that file in Visual Studio

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If prompted for symbols enter the folder that has the PDB

blazing acorn
mellow bane
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Open the minidump, not the PDB

blazing acorn
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I might have did that wrong ahaha. I'll try again the way you mentioned

mellow bane
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If the PDB matches exactly the executable that produced the crash, you will be able to debug the game by clicking "debug with native only"

blazing acorn
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OKay just so you know, I'm a blueprint guy. 3D animator/modeler, so I'm not hardcore advanced with these terms and using visual studio haha. So you might have to dumb it down for me a bit haha

mellow bane
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Well, start by opening the minidump, pick the PDB folder if prompted to, and pick "debug with native only"

blazing acorn
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Let's start with the term minidump.

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lol

mellow bane
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.dmp file in the crash folder

blazing acorn
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How would one open a "minidump"

mellow bane
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Open -> File

blazing acorn
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You must be like this with me right now haha

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If I did it right (which I doubt) this is the result of open > file > select the .pdb file

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I didn't have any option to "debug with native only" either @mellow bane

mellow bane
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Open the minidump

blazing acorn
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I think my issue is I didn't do this in the project

mellow bane
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not the PDB

blazing acorn
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I need to find a video on this or something. Or a clear walkthrough. Any keywords or tips?

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I just changed it now, so hope that might help for future debuging

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Side note, I should probably not release a debug build to the wild right? Or should I?

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I just need to learn how to properly debug a packaged game once folks start having issues like fatal errors and no audio. I feel useless right now haha

mellow bane
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And no, you do not need a debug build

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This is the proper way

blazing acorn
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I think back, when making a game, we focus on making the story, assets, anims, programming and get to a point where it looks and feels good. Plays well and tests well. So we release it. I didn't learn the proper techniques to handle the debugging and the "after its out the door" process of game development, which is VERY important haha. Not to many video tutorials covering that portion of the journey haha

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OKay, I'll give that a shot

mellow bane
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When you get there you will have a bunch of panels with notably a Call Stack, if not available it'll be under Debugging -> Windows

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Call stack is the most important information

blazing acorn
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The crash reports are in the local app data?

mellow bane
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Yeah, %LOCALAPPDATA%/gameName/crashes on your client's machine

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Have to get those from them first of course

blazing acorn
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So I'm testing this debug on my machine first. I have a packaged build to practice on

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All that's in it is a .ini file. And there's not much in there either

mellow bane
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No dump, so nothing t odebug

blazing acorn
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Indeed

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Then again, when I play on my PC, it works fine. Would that .dmp file be on a pc that had a Fatal Error or No audio?

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Mainly the fatal error

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So, does the error create a .dmp file?

mellow bane
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Crashes, yes

blazing acorn
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Okay, well that's a start

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I just need to get my hands on the clients crashed .dmp file

mellow bane
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That was step 1 on my list

blazing acorn
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Indeed it is. I'm the type of learner who needs to know 3 things about 1 thing it seems. I needed to find out what the .dmp file is, how it forms and why I don't have it in my folder but someone else might

blazing acorn
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@mellow bane Thanks for pointing me in the right direction! I screenshot your directions. I just need to get my hands on the dmp file

rocky river
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When you are making a new build of your game do you just like overwrite the previous build, I had a version packaged already but I didnt know if it was safe to just overwrite the old one or just have two

mellow bane
rocky river
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Well sweet, that solves that

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thanks!

desert garden
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Hi guys, my builds from project launchers are usually 25 gb. I'm trying to do a build with only few levels, like a demo. I've changed the levels to cook in the Project Launcher but my build are still 25 gb, even with less than half levels. Any advice?

winged moss
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did you use the tools to see your asset file sizes? did you disable plugins you don't use?

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the asset audit tool that is

mellow bane
winged moss
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uh is the default behaviour to cook them all?

past prawn
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This may relate more to #automation but... I'm looking to identify what assets have been cooked, so I can add them to a Collection (the Content Browser feature). Anyone have experience programmatically identifying what has been cooked?

indigo vapor
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Im confused on how you upload to itchio and have it play in browser. All of the options for play in browser arent in the unreal packaging options. Any help would be appreciated

mellow bane
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There used to be an HTML5 export, but it was removed years ago

indigo vapor
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yeah i saw that, I dont understand why it was removed : (

mellow bane
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Because it was impossible for Epic to maintain, and no one used it

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Most Unreal games are like 500MB bare minimum, and the actual optimized minimum is like 100MB

indigo vapor
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oh right

mellow bane
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Also there's Pixel Streaming for "serious" applications (dedicated servers running Unreal and streaming the video, $$$)

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itch.io was pretty much the only reason you'd do HTML5 and itch.io is mostly a game jam repository

indigo vapor
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fair enough thanks for explaining

boreal sedge
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I am trying to package my game but it keep failing and I get this log

drifting thunder
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My Android package include references to "... an unsupported version of Play billing". I am not using billing, but can see <uses-permission android:name="com.android.vending.BILLING" /> in the manifest, but cannot figure out where this comes from. My log shows "GoogleGameSDK Android init". Could that be related?

lethal pelican
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Other than that I'd look through the GoogleGameSDK UPL and update the snippet (From whatever version to 3.0.0) should possibly also remove the issue

<buildGradleAdditions>
    <insert>
      dependencies { 
      implementation 'com.android.billingclient:billing:3.0.0'
      }
    </insert>
  </buildGradleAdditions>
drifting thunder
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Thanks. So it comes from the GoogleGameSDK? Which is what exactly?

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<removePermission android:name="com.android.vending.BILLING" /> did the trick. (Play Console stopped complaining). Thanks a bunch!

bronze crystal
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hey how can i cooked and pub it for App Store?

drifting thunder
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Did my mac just corrupt all the .a files in the Engine? I am suddenly getting a ton of warnings like "!dbg attachment points at wrong subprogram for function" and the packager hangs after ignoring invalid debug info in Engine/Source/ThirdParty/libOpus/opus-1.1//IOS/libOpus.a(VAD.o)

final mauve
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Hi all, has anyone ever encountered an error similar to this, or has seen this before?

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It happens when I try to spawn an emitter that uses a shader which animates a spritesheet

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although I dont think thats really the reason its breaking, it just happens there

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kind of at a loss about how to troubleshoot it, I'm hoping someone here can point me in the right direction

gilded yew
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where can i get these?

gilded yew
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ok ive had to reinstall windows to a new drive, i've still got my old copy of vs and all of its extras can i still access those?

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@open rapids do u know?

rancid hazel
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I want to add my mobile game Chunk Downloader. I did everything, I've .pak files. But I can't find the BuildManifest-Android.txt location. How can I find the location of this?

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The manuel location of BuildManifest-Windows.txt is D:\ChunkExample\WindowsNoEditor\ChunkCore_Example\Content\Paks\

surreal kayak
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Hi all, anyone know the fix to the "LogPlayLevel: Error: ERROR: cmd.exe failed with args /c "F:\Projects\VR PRojects\Test\VR_Test_Area\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug" error? I've been looking into it, but just can't find a fix that works for me :)

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Just trying to get the unreal engine VR experience to build to my headset, but it's just not having it haha

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Trying to build to a quest 2

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Hey, I know you posted this a while back, but I've come here looking for a solution to this. Did you manage to fix it? :)

swift adder
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Hello guys i have been trying to create a test build but i am getting an error when packaging the game for Development. I get this error ERROR: Missing precompiled manifest for 'HoudiniNiagara'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;. Does anyone knows a solution to this problem?

winged moss
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a plugin not from marketplace that you installed to a Engine plugins directory?

burnt remnant
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is there any special trick to getting an http chunked build to work? I have PALs defined and the settings are turned on. Is there anything that has to be switched off in order for it to work?

narrow pewter
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ld.lld: error: unable to find library im getting this error when im trying to package the game

sleek stone
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Hello,

I've being working on an archivz app for a few weeks now, there was a few times that I package the app with no issues, yesterday I packaged successfully the app and tested but it crashes at some points, today I tested in the editor with the ASTC mode enabled and it didn't crashed, I packaged the app and tried to test on the device, but it won't load, it is stuck on the 3 dots. I tried to packaged as ESC2 but it happens the same.

Can somebody points me on what else should I try? or what is happening?

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I am on version 4.26 and Quest 2

indigo cloud
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When trying to package for iOS I'm getting " Error: error: The Legacy Build System will be removed in a future release. You can configure the selected build system and this deprecation message in File > Workspace Settings." I'm remote building trough windows to mac with Xcode 13.0. I have tried changing the build options to both legacy and new in Xcode but im still receving the same error, has anyone ever seen this before?

indigo cloud
lethal pelican
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Have to sign in to github and link epic games

winged moss
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you need to be logged into a github account that is linked to your epic account

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and you would need to be on a source build for that change anyway

indigo cloud
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Im on 4.26

lethal pelican
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^ That is true. Would be an engine upgrade or source build, those are the options

indigo cloud
winged moss
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downloading the source code and building it (via github, or perforce if you're a custom licensee)

indigo cloud
indigo cloud
lethal pelican
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I would upgrade personally. I heard there was something in 4.26 that increased packaged sizes for mobile.
But I'm on 4.25 so I wouldn't take my word for it

indigo cloud
lethal pelican
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I'm not sure what your level of experience is with UE4/Programming etc etc, so I can only suggest upgrading to 4.27

indigo cloud
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Got it, thanks again

lethal pelican
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No problems, good luck with your project!

indigo cloud
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Thanks!

narrow pewter
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how do i fix this error?

winged moss
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Doesn’t help knowing nothing about your project or what the nakama library is

narrow pewter
spring spear
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there's an option to include certain directories in builds as-is; does anyone know if it's possible to include different directories depending on build type (debug, shipping, etc)?

winged moss
leaden dune
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anyone knows how to fix this issue? im remote building

leaden dune
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turns out i just had to install the proper certificate

timid wyvern
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Hi. Good morning all,

I am having problem Packaging Windows/Linux Dedicated server on EU5, It is Packaging the Game only.
Is it a known Issue?

proper void
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hey there all!

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I have uploaded an app made with ue4.26, on the play store, but when I download this app from the play store I am getting the following errors.

  1. when I download it from the play store and open it first time
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  1. when I close it and open it again, I am getting
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and then an endless splash screen.

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I have checked the Android/obb folder there is folder for my app but no obb file

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so my guess is there My App doesn't contain obb when download from play store.

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does anyone know how to fix this?

timid wyvern
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Did you generate as AAB and added the obb inside?

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I think you will need to pay

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@proper void maybe it is free I never did it

proper void
dark raptor
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Hey all, does anyone know how to override which GameEngine.ini config to use when packaging? I need to package with different settings for EGS and Steam ( so both Windows )

timid wyvern
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you can change your UAT.bat and put a build param to identify (guessing)

noble igloo
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Hey Guys, when Packaging I get the following error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. UnrealEd and UMGEditor are marked as dependencies in my .uproject file. An old forum entry suggested that this error occurs when you have Factory code in your project. But I have no Factory code. The log says the following: BuildException: Unable to instantiate UnrealEd module for non-editor targets at UnrealEd..ctor(ReadOnlyTargetRules Target) in x:\UE_4.27\Engine\Source\Editor\UnrealEd\UnrealEd.Build.cs:Line 12.Wrapped by TargetInvocationException: [...] .Has anyone had the same issue and knows how to fix this?

lament sparrow
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Can I somehow launch a cooked build (using launch menu) with a map from developer folder?

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I need it to test on target device, but I don't want to put that stuff outside developer folder

timid wyvern
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about my issue just fixed using this command to build instead:
G:/UnrealEngine5/Engine/Build/BatchFiles/RunUAT.bat -ScriptsForProject=G:/MyProject.uproject BuildCookRun -project=G:/MyPorject.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompileeditor -ue4exe=G:\UnrealEngine5\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -utf8output -server -serverplatform=Linux -noclient -build -cook -map= -unversionedcookedcontent -compressed -stage

tepid cove
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Using Visual Studio 2019 Development Editor solution configuration I am having trouble building <mygame>Editor.Build.cs. I can successfully build <mygame>.Build.cs with the Shipping solution configuration though. By chance can anyone help me with this setup?

light plover
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I'm trying to package and I get this error. Can any body help?

mellow bane
torpid pilot
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Can anyone give insight into what this (LogAnalytics: Warning: EventCache either took too long to flush (2.314 ms) or had a very large payload) means?

runic stump
gusty panther
# proper void

Pretty sure it's because you are including content which is required during runtime

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That's why you ar ehaving obb related issue during app start

torpid pilot
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Can any help walk me through the SteamCMD process for uploading my UE4 game to my steam store page? The official tutorials are super out dated :(

dark raptor
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I think it's easier if you ask questions about specific issues you're stumbling on

amber lake
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Hello sorry for interruption
I’m having a package 📦 error

torpid pilot
tawdry goblet
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my main menu bar is missing so I cant package my game. how can i add it back?

near torrent
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Is there a setting to allow packaging to create individual pak files per asset?

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instead of having a single large one?

mellow bane
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Though the result would likely have decreased loading time performance

near torrent
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we have a few assets that are very large, so it's around 70GB for those assets.

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So we don't want to load them up immediately.

mellow bane
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Paks aren't loaded into memory

near torrent
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Understood, the system is actually loading the entire assets at runtime when the application launches.

mellow bane
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That's a C++ error on your end - you should be using soft pointers for those heavy assets

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The packaging is irrelevant

prime shale
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Maps doesnt show up in project launcher any idea why ?

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nevermind

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I forgot to set the project

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it keeps resetting sometimes

amber lake
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Hello guys
I have an issue with packaging

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Then found a reddit answer to this issue, right here:

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It seems like the person on reddit solved it, although I’m trying to follow his solution steps but i couldn’t tell what should i change with my notepad coding:

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Any ideas are really appreciated, I’m beginner btw thank you so much 🙏🏻

runic stump
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I dunno, there's some kind of blur or some other weird compression artifact. That build log is just plain unreadable on my monitor.

placid torrent
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hey, simple question, whenever i package a build of my game, if i use the esc key or tab key, it freezes. any idea what that's all about?

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fixed it, i was detecting if there was a gamepad key press while i was testing it for PC, my bad

inner island
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I've never done patches before - is there any disadvantage towards doing so, other than it's obviously entirely incomplete and needs the previous full packaged build to function correctly?

winged moss
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from UFE?

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unrealfrontend

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but judging by the ?, that means no

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I think we just build it using the buildcookrun commandline

open rapids
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Hey, I'm struggling with this package build for some day lately. What can cause this?

mellow bane
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Are you deleting and reposting this question every 10 minutes or is it just me ?

forest spire
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Hi, does anyone know why my arc viz game is not packaging please

mellow bane
forest spire
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hmm ok thanks. so removing the models shall allow exporting?

spice arch
mellow bane
forest spire
mellow bane
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Plugin's still there

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Make sure to remove it from the .uproject

forest spire
mellow bane
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Edit the .uproject as a text file

forest spire
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from were?

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do i edit uproject

mellow bane
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Open notepad or whatever and open the .uproject file to check for references to the plugin

forest spire
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u mean i look were the path is in the folder?

mellow bane
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Sorry, I cannot explain more clearly

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Just open your .uproject file with a text editor

forest spire
mellow bane
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Then maybe another one depends on it, like TwinMotion, idk

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And of course your Anima content now breaks

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Looks like this plugin is not designed for game use

forest spire
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ye but im not understanding what its reading because i have nothing in game from anima anymore

mellow bane
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Alternatively, you can try editijng the .uplugin file for anima plugins to replace Developer with DeveloperTool

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Yeah, you do

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All the "failed to load" warnigns in yellow have the path for a broken Anima asset

forest spire
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its mentioning choas solver plugin

mellow bane
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The error :

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The problem :

forest spire
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why is it asking for the file if i removed it

mellow bane
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You did not remove it

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Read carefully the yellow line

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This asset exists and depends on your removed plugin

forest spire
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but its not here anymore

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that axyz its saying

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was in content

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but i had removed back when you said it doesnt let anima export

mellow bane
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Then you should not have this error when packaging, no idea why

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Restart the editor I guess

forest spire
forest spire
mellow bane
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error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.

forest spire
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i downloaded the latest but not sure how to see if its up to date in unreal

forest spire
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can anyone tell me why its not letting me build. the only red thing in the list is this

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im begging anyone please

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i cant fix it

mellow bane
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Just read the log

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Update Visual Studio on your computer

forest spire
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i installed visual studio code

mellow bane
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Should work now

forest spire
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im so done witht his shi*

mellow bane
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Those should be simple - you have assets referencing content that you removed

forest spire
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yes but if i removed

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should it not look for them at all?

mellow bane
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When removing assets in the editor, the editor prompts you to save the assets that previously used them, in order to cleanly remove references

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You didn't do it, at some point, resulting in assets pointing to deleted content

forest spire
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how can i clean it up? cause its still not exporting

mellow bane
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The fix should simply be to re-save all affected assets

forest spire
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so file save all?

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or each indepented asset

mellow bane
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Should be a right click - Resave all on directories in the content browser tree widget

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But yeah, you should probably check your assets too

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Packaging broken assets isn't good practice

forest spire
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would it still resave that its not there anymorte?

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because its still ssaying it cant find this file

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i resave all in the content file so it should have resaved everything that was changed

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idk why it is still asking for that file

forest spire
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UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Users\Luke Sheldon\Documents\Unreal Projects\SGM_Real_Time_Interactive_Visualisation\Saved\StagedBuilds\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak to C:\Users\Luke Sheldon\Desktop\Luke\Real Time Interactive V
isualisation\TEST EXPORT\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak

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anyone know what this means?

mellow bane
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If you didn't do that, it's too late to do it cleanly and you can only resave the assets that have been broken

ivory barn
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hey i am getting an error in which when i click on package for my androdi game it open a new window of unreal engine documentation in which it syas page not found or that content has been deleted

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i am using all assets for android only plz help and tag me while replying

mellow bane
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You didn't install the Android dependencies

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Check the Release Notes for your engine version and make sure to install all the required stuff

ivory barn
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i have android studio ndk and sdk and jdk too what else i need

mellow bane
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Did you confirm that you have the appropriate versions like I suggested ?

ivory barn
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which version it is 3.5.3

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it is for androdi studio

mellow bane
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Check the Release Notes for your engine version and make sure to install all the required stuff

ivory barn
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okay were i can find the realese notes

mellow bane
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Google "unreal 4.xx release notes"

ivory barn
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okay thanku i will check it

regal elbow
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Hi! Does someone knows how i can let the player pick up an weapon?

winged moss
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what's that to do with packaging?

woven escarp
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Hey guys, can you "art" direct the assets that needs to be cooked with the asset manager?

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Okay, I just found out you can

lofty dome
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Please help! For some reason use of the UNiagaraSystem is causing my packaging to fail. This is every time I use it in the code. Commenting it out will result in easy and successful packaging. Anybody know how to resolve this issue?

winged moss
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going to need the log to be posted since you didn't show the UBT log

lofty dome
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Sorry! Is this what you want?

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Those two pictures are finishing the lines that trail

winged moss
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well screenshots of text are usually not so great

lofty dome
winged moss
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never really seen that one before

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though is it trying to cook some editor data there?

lofty dome
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Only found one other guy with the same issue online, but nobody's commented on his post

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Yeah, I think that's just starting with the fatal error starting with "A dependency"

main glacier
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Are the Manifest_DebugFiles.txt and Manifest_NonUFSFiles.txt files in the build folder necessary?

mellow bane
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No

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They shouldn't be distributed

forest spire
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i have the entire project and i cant even use it?

mellow bane
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Should be a right click on content folder in content browser -> resave all assets

forest spire
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i have done that on the content file and all assets

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it is taking longer for it tell me export failed so i assume some of the things are now exporting but after a while it still says export fails

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and when i fix something another error is mentioned

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this time it is this

mellow bane
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That's a completely different error

forest spire
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yes

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the save all fixed the other problem

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there is some sort of .pak

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that isnt allowing the project to save

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and export

mellow bane
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Read carefully the error

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The problem is explained in plain english

forest spire
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it says it is failing to copy

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but it doesnt help me with the solution

#

UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Users\Luke Sheldon\Documents\Unreal Projects\SGM_Real_Time_Interactive_Visualisation\Saved\StagedBuilds\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak to C:\Users\Luke Sheldon\Desktop\Luke\Real Time Interactive V
isualisation\TEST EXPORT\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Users\Luke Sheldon\Documents\Unreal Projects\SGM_Real_Time_Interactive_Visualisation\Saved\StagedBuilds\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak to C:\Users\Luke Sheldon\Desktop\Luke\Real Time Interactive V
isualisation\TEST EXPORT\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak

#

failed to copy the file named sgm real time interactive visualisation windowsno editor.pak

mellow bane
#

Seriously it's in your own screenshot

forest spire
#

why dont they put that thing in red god damn

#

XD

#

literally if its the issue why do they blend that shit with all the other grey text

mellow bane
#

The red line is "failed to copy", that is the error

#

The grey part is the diagnostic

forest spire
#

ok thank you for your patience man. dont hate me XD

#

im good when it comes to visual looks but when it comes to code and long groups of text man im clueless

mellow bane
#

It's not all that bad once you start reading the text carefully

forest spire
#

hi guys, does anyone know why my project that i exported doesnt include the audio from the cinematics that were included in the project

mellow bane
#

Check the packaging logs

forest spire
mellow bane
#

I would be looking for the missing assets, specifically

forest spire
#

what does the assets have to do with the audio?

mellow bane
#

"my project that i exported doesnt include the audio from the cinematics"

#

I expect you have, like, audio files

#

You have provided zero information as to how your audio is implemented so I'm just guessing here

forest spire
#

the audio is coming from the mp4 media player

#

the video plays

#

but without the audio

#

im not sure if there is a setting to enable it from the video or from the export/project settings

mellow bane
#

Some solutions here - appears to be by design that audio doesn't play

forest spire
#

il check it out thanks

#

so i have created the bp and linked it to the media player and draged it in scene. were he mentioned here that he added logic. does there need to be some code to let it know that when video starts the audio starts or will it know on its own since its linked to the media player ?

forest spire
mellow bane
#

I have never used video in Unreal, so i have no idea.

forest spire
#

being a generalist is exhausting

round sorrel
#

I’m trying to package my game on iOS on a Mac mini. Im getting an error message saying legacy build will be deprecated and I can change this in file > workspace settings. I tried the same in Xcode and changed it to new build system in Xcode but unreal keeps building the project with the damn legacy build system. Where can I override this setting in unreal?

versed pilot
#

how do i point RunUAT.bat at a specific build target inside a project? i have a custom target with a different GeneratedProjectName, but RunUAT.bat just takes a uproject so it builds the default target

versed pilot
#

-target is the answer 🙂

indigo cloud
#

Trying to launch my project on iOS fails at the installing IPA stage, pointing to a deployment server logfile. Logfile has 3 exceptions "System.FormatException: Input string was not in a correct format." as the only hints. Does anyone know how to fix this?

crimson sentinel
#

Hi folks. My packaged game crashes occasionally when opening levels.

#

It's running in a art installation at the moment so it's pretty critical I get this sorted asap so any help would be amazing. Thanks

minor hawk
#

While trying to cook the project for winds, it gets stuck on this:
"UATHelper: Cooking (Windows): LogCook: Display: Checking global shaders for platform Windows"
Do I just need to wait for a long time, or is it something fixable?

winged moss
#

can you post the actual text of the log

crimson sentinel
ivory barn
#

plz can anybodly help me with this

lethal pelican
ivory barn
#

okay

sleek stone
#

I have an issue with 1 movable light.. this is the shadow on the editor and when I preview it everything looks fine, but when I package the project, the shadow becomes solid. not sure what is happening.

Sorry I can't share more explicit screenshots.

#

the light is passing by a cylinder with an alpha texture.

sleek stone
#

Fixed, I think it was the mipmaps.

But now I have another issue, some times some of the input is not working, specially the R key. not sure why is not working on the packaged build.

#

all other inputs are working fine.

open rapids
#

I managed to narrow my problem. I think my issue is most relative to this error:

H:\Program Files\Epic Games\UE_4.27\Engine\Plugins\Experimental\ControlRig\Source\ControlRig\Public\ControlRigAnimInstance.h(7): fatal error C1083: Cannot open include file: 'AnimNodes/AnimNode_PoseSnapshot.h': No such file or directory UATHelper: Packaging (Windows (64-bit)): Took 4.1940263s to run UnrealBuildTool.exe, ExitCode=6

Any help on fixing this?

#

I can not packaged even with Nativization disabled because of some engine error with the ControlRig.

open rapids
#

Hello?

#

Can someone please help me with this barrier?

vagrant cedar
#

UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: === anyone dealing with this when packaging? 4.26.1 source

mellow bane
#

Those aren't the actual error

vagrant cedar
#

sorry missed the rest 😄 it's a lot

mellow bane
#

You have a soft object pointer set to NULL

#

Arguably in a Blueprint

vagrant cedar
#

have no idea what that means..I'm not a programmer

mellow bane
#

If you're not a programmer the only way to diagnose this is going to be to re-check all your Blueprints for errors

vagrant cedar
#

I just did it and they seem all ok

#

no compiling errors in any bp

#

I did a lot of stuff in c++ too but I have no errors on vs

#

this show up when I cook content for windows

mellow bane
#

If you are familiar with C++ you can debug this

#
  • make sure to have engine source, debug symbols installed
  • search for "Cannot create SoftObjectPath with short package name" in engine source
  • put breakpoint there
  • start packaging
  • in VS do debug -> attach to process -> UAT.exe (quickly)
  • wait for VS to trigger the error
  • check the callstack for the offending asset's name
vagrant cedar
#

is debug symbol like a plugin?

mellow bane
#

"engine debug symbols" in install options for the engine in launcher

vagrant cedar
#

ok I have no idea what we're talking about, is it sure that it's a bp?

mellow bane
#

Yep

open rapids
#

hey i have trouble when i try to package 3 movies

vagrant cedar
open rapids
#

when i start the game packaged

#

what i see is white image

#

but in editor works well

crimson sentinel
open rapids
#

Can anyone please help me with my issue?

open rapids
#

can anyone tell me how to package game with movies?

open rapids
#

I just received mention notification from this channel and now its gone. What happened?

open rapids
#

its ok i found my mistake

open rapids
#

Can someone help me with my issue now?

#

I would really like to release the demo for my game soon. I can not do that because of this package error.

winged moss
#

open the dump file in VS with the PDBs available

onyx kite
#

Hey!! What would be a way to only package a map and everything it references? I'm doing "Cook only maps" and then selecting the map at "List of maps to include in a packaged build" but I get a fatal error when opening the .exe.

winged moss
#

that is how you do it

#

oh "cook only maps", what?

onyx kite
#

Either with that option on or off it's throwing a fatal error on package.

winged moss
#

then show the stack trace

#

make sure your startup map is packaged

onyx kite
#

It's not one of those rich error screens, it's the ugly "fatal error" one with just an accept button. How do I get the stack log?

winged moss
#

well at least read the logs in Saved/Logs

eager river
#

Can anybody please me help with this error. Says reason for failure is:

"A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
LogPlayLevel: > Unable to find EOCD signature"

But not sure how to fix that.

sonic stratus
#

Anyone happen to know how to debug the build tools? For instance, I'm trying to attach a debugger to the Unreal Build Tool in UEDeployAndroid.cs

#

I assume there's somewhere I can find out what the build command executed from the editor is, add that as arguments to launch of the UnrealBuildTool in Visual Studio, set a break point, and hit F5 as usual? Though where I find the build command is a bit of a mystery to me.

eager river
vagrant cedar
vagrant cedar
#

how can I search for this "Cannot create SoftObjectPath with short package name" in engine source

#

because even if I managed to do many stuff in c++ I'm not a programmer so it's hard for me

mellow bane
#

ctrl+shift+f in VS

vagrant cedar
#

and this? "make sure to have engine source, debug symbols installed"

#

I have no idea where to find it 😦

mellow bane
#

Launcher options for the engine

#

Small arrow next to version name

vagrant cedar
#

I'm using source version

mellow bane
#

Then you can happily skip these steps

vagrant cedar
#

so from where I begin?

mellow bane
#

The rest of my message

vagrant cedar
#

@mellow bane when I do ''attach to process" I cant see UAT.exe just unreal4editor and unrealbuild tool what should I do?

mellow bane
#

Maybe wait for the cooking process to start

#

Post build, cooking shaders etc

vagrant cedar
#

waited but I still can't see it 😮 how is it possible

mellow bane
#

See UE4Editor-Cmd.exe anywhere ?

vagrant cedar
#

this one yes

mellow bane
#

YEah try this one

vagrant cedar
#

seems to work thank you so much dude! I will update as soon as I have results

steady nimbus
#

Can you Publish a game at age 14

mellow bane
#

Commercially, probably not

vagrant cedar
mellow bane
#

If VS breaks it means the breakpoint you added was fired which means you should have the asset name available somewhere in the Autos panel

#

Callstack can be used to navigate the call hierarhcy

vagrant cedar
#

I havent added the breakpoint

#

you said to skip that part?

mellow bane
#

No, not that part, you still want the breakpoint, though if VS stopped the process and showed you a call stack it likely means the editor encountered another error

#

Screenshot I guess

vagrant cedar
#

ok I need to add the breakpoint then! I'll update you dude! thanks 😄

abstract island
#

Hello guys, I looked over the discussion to see if someone had asked the question but I couldn't find anything.

I have a custom target that has been created for my project. But in VS, its configuration is set to "Invalid" by default, meaning that if I want to build for it, it won't work.
I can set it locally to "Development" and make it build successfully, but I cannot figure out which file to check out for it to be pushed to the online depot.

Could you help me with that please?

vagrant cedar
#

@mellow bane if I attach the process to this UE4Editor-Cmd.exe the packaging doesn't go on

mellow bane
#

As soon as a breakpoint fires it will stop, yes

vagrant cedar
#

no it's like ''broken''

mellow bane
#

What does VS look like right now

vagrant cedar
#

but in the output log of ue4 the process looks like ''stuck''

mellow bane
#

Yes, it is, because you are on a breakpoint

vagrant cedar
#

ah great

#

so i guess on the left I have the path right?

mellow bane
#

The code view should literally show where you put a breakpoint

#

If it's not, it will show where the error occured

#

Might be easier to show that

vagrant cedar
#

I still don't get it 😦

mellow bane
# vagrant cedar I still don't get it 😦

When VS hits a breakpoint you have the code - current erroring line highlighted , the call stack - hierarchy of calls from current function to parent to parent to parent until the program's main and you have the variables to inspect in bottom left

#

Here an ensure call failed which triggers the debugger as a breakpoint

#

It may or may not be relevant to your problem, you can either press F5 to resume the program and wait for another error, or investigate

#

You would investigate by checking the variables until you find the path of the current processed asset

#

/game/DebugOnly/Leaderboard s here

#

Well that's the broken path

#

To find which asset has the path you'd need to go higher in the stack step by step until you find something in variables

vagrant cedar
#

i just deleted that widget because I don't need it but it's still not cooking 😦

mellow bane
#

But at least here you know it's an UMG widget referencing /Game/DebugOnly/Leaderboards which is invalid or not packaged

vagrant cedar
#

very very helpful dude thanks a lot! I really appreciate your help 🙂

#

but somehow it doesn't work

mellow bane
#

Consider the possibility that /Game/DebugOnly/Leaderboards here is something another asset tries to point to

#

If you just deleted it, it means you did it incorrectly, without resaving affected assets in the editor as prompted

#

You now need to search through the stack for the offending widget, and resave that

vagrant cedar
#

mmm ok I'll try again! but I am sure I deleted the widget without forcing anything

mellow bane
#

You definitely quit without saving some affected assets

vagrant cedar
#

sounds bad 😦

#

now it say this /Script/AIModule.AISystem

mellow bane
#

This one you can probably skip

#

Press F5 and move on

vagrant cedar
#

how do I know when it's something I should investigate?

mellow bane
#

If the path is one of your assets it's 100% a problem to fix

#

And I mean, in theory you could skip all errors until you find your breakpoint

#

But no error in your project is truly harmless

vagrant cedar
#

I have a doubt, I did everything in bp before and refactoring in c++ later

#

can be some function name, variable name or whatever?

#

because I can compile on vs and play the game so technically it should work fine?

mellow bane
#

It works in editor, but the packaging is more stringent

vagrant cedar
#

I will try to follow your instructions, thanks a lot dude you saved my ass 😄

gentle lily
#

hi slackers , i have a problem in game (before package) i have an button that open level by name and it works before package ,but after package when i press it, its load the same level not the level that i want , i cant know where is the problem, so i hope somehelp

open rapids
#

You need to add the map in package settings

gentle lily
#

i did in the list of maps to include in a packaged build

#

@open rapids

open rapids
#

Maybe then you didn’t write them as expected

#

Can you send an image

vagrant cedar
#

@mellow bane dude I managed to solve this! Thank you so much for your help 😄 I really appreciate

hard yacht
#

This is quite possibly in the wrong section, but if I build a development packaged client (so not shipping), is there an easy way for users to change keybinds (a config file or some console command)?

ivory charm
#

Hello

#

I got a big problem

#

I made an horor map and tried to pack it

#

After pack the map(game)shows as the tutorial map

#

Can anybody help me pls

open rapids
ivory charm
#

Thx I will try it

#

If I don’t succeed I will contact u later

dull phoenix
#

Anuybody knows how to use Oodle compression in UE4.27 during packaging? Or is it automatic?

rough ridge
#

Can we export html 5 from Unreal Engine 4.26?

mellow bane
#

No

rough ridge
#

There is no option in html 5 since developers remove it after Unreal Engine 4.23.

rough ridge
mellow bane
#

Yes, that's the 4.23 code for HTML export

#

It probably doesn't work at all on 4.26

rough ridge
#

Oh no :(

rough ridge
main glacier
cobalt ruin
#

Hello, did anyone know how to package using .ucas file and not .pak file?

winged moss
#

?

vital creek
#

I believe it's related to the zen loader.

cobalt ruin
vital creek
cobalt ruin
#

Thanks!

white latch
#

hi, is there a way to run from a script or command-line the equivalent of: [open UE4 project] -> File -> Package project -> Windows (64-bit) ?

dusky fossil
#

We're getting errors during a package from a Developer directory. Does anyone know how to exclude Developer directories?

polar linden
#

Not sure if this is exactly the right channel for this, but packaged a windows build on 4.27.1 today and it no longer can run on my Windows machine correctly. Have never seen this error before, but it's due to OpenCVLensDistortion module. It's crashing on the line

tailMerge_opencv_world331_dll() is the error in the log
FOpenCVHelperModule::StartupModule() [Engine\Plugins\Compositing\OpenCVLensDistortion\Source\OpenCVHelper\Private\OpenCVHelperModule.cpp:91]

That line in the module is cvunrealSetMallocAndFree(&OpenCVHelperModule::UnrealMalloc, &OpenCVHelperModule::UnrealFree);

Anyone have any thoughts about what to attempt here?

winged moss
#

is this a plugin you're using?

polar linden
#

It's the opencvlensdistortion plugin built in unreal

#

Realized that it might be too long of a path
LogWindows: Failed to load '../../../Engine/Plugins/Compositing/OpenCVLensDistortion/Binaries/ThirdParty/Win64/opencv_world331.dll' (GetLastError=206)

winged moss
#

oh I was wondering if you were using it because I would recommend disabling it if it's causing you issues

#

ERROR_FILENAME_EXCED_RANGE

206 (0xCE)

The filename or extension is too long.
dull phoenix
mossy tapir
#

I'd like to read/mount pak files in my UE4 app, packaged from a different Unreal project. How would you go about packaging them?(I tried primary asset labels, and packaging content as dlc, but could not manage to read them in the app)

crisp patrol
#

I go from 3 GB to 1 GB package size

dull phoenix
#

I’m trying to package using rdo on and taking forever to package .

crisp patrol
#

However it barely did anything in the 4.27 preview builds

#

So I'm not sure if it's just messing up somewhere!

dull phoenix
# crisp patrol Default untouched for me

I tested a large project. So with my setting and RDO on I get 2.38g from 3.5g. That's a big change. But it took hours to packages and long time to open UE4 editor and my main level, only if you set RDO in .ini file.

crisp patrol
#

Ah I guess RDO is costly in that case

dull phoenix
#

It compress better and textures.

crisp patrol
#

In terms of time

dull phoenix
#

yes

crisp patrol
#

Probably good to only use it when you are pushing production ready builds

dull phoenix
#

Loading during run-time is super fast. It's worth it.

#

Yea def prod only. And make a schedule for it. lol

crisp patrol
#

Interesting that it's noticeable at runtime and not just for reducing package sizes

#

Seems like a huge reason to upgrade to 4.27

safe saddle
#

Hi guys, kinda new here 👋 I'm packaging a project to my Oculus Quest 2 but the project that shows up is an old version. I found some threads from 2015 with people having the same issue but no solutions. Anyone know anything?

woven escarp
#

Hey guys, I have some assets that are being cooked but not packaged. How can I enforce them to be packaged as well?

tight galleon
# woven escarp Hey guys, I have some assets that are being cooked but not packaged. How can I e...

Getting cooked but not packaged? How are you determining that they're getting cooked? How are you determining that they're not getting packaged?

To make sure they're really getting cooked, put

cook.displaymode=3``` 
into `DefaultEngine.ini` and cook again. The logs will now contain a trace for every single file that got cooked.
If they show up in the logs as getting cooked then they should also get packaged. You can verify that by checking DevelopmentAssetRegistry.bin if you open it with the Asset Audit window in the Editor.
cold turret
#

Hello all, I'm hoping for some help with cooking an asset. It's a texture.

#

When I cook it, it doesn't cook right, but for a modder trying to help me it worked fine. I even got a zip of his project and cooked and it didn't come out the same file size (and didn't work in game).

#

Same version of UE4, nothing special.

woven escarp
# tight galleon Getting cooked but not packaged? How are you determining that they're getting co...

Because I explicitly set them in FinishInitialLoading (or something like that, Im hand off right now) in the AssetManager by keeping them in memory and they do appear when executing from the editor in its own process (standalone), OC they dont appear if I don't that (the asset registry would just returns null when asking for it, like in the packaged version).
What you mentioned it's pretty useful though will check it out late today and get back to you. Thanks Ari

#

@cold turret I dont quite follow what the problem is, but do you have it hard referenced in the editor?

cold turret
#

All I did was install UE4.24.3 (the required version for making mods for Foxhole) and made a new level and added a single texture and cooked it.

#

And the uasset is 35kb, the person trying to help me did the exact same process and it cooked to 85kb.

#

The only setting I even changed was to turn off Event Loading (as required for making these mods)

#

So I'm not even sure what to troubleshoot. :/

#

@woven escarp There's just so few steps involved I don't know where I could have screwed up. I can post the tutorial video I followed with the process.

#

Plus I have the project.zip as mentioned (and his and my uasset that should be identical but aren't)

#

cooking the asset from his zipped project should have made the same output, or so I assumed...

woven escarp
#

Im not familiar with mods at all. But if you have the texture hard reference (either by making it a property on a blueprint or some other data asset) it should be cooked

cold turret
#

All I did was add it as content at the bottom, saved it, then cooked it

#

Imported I should say

#

a png

#

Blank level

woven escarp
#

Again, I not familiar with Mods but just like that it wouldnt work with a regular UE Project. You need to make a hard reference by following the steps above or by telling the asset manager that the asset needs to be cooked

cold turret
#

@woven escarp Are you referencing Ari's steps above?

tight galleon
# cold turret And the uasset is 35kb, the person trying to help me did the exact same process ...

Are you sure both of you are comparing the same files? I.e. the un-cooked file vs the cooked file?

To expand on what jmgomez said, nothing gets cooked unless it's either:
A: A PrimaryAsset (like a map or other types if you've configured them yourself).
B: Referenced (either a soft or hard reference, both will lead to it being cooked) from a Primary Asset (even indirectly).
C: In an AlwaysCook directory, which you can configure in the project settings.

If you just add an asset to your project but you don't use it from any asset that would get cooked (like a map) then your texture doesn't get cooked. This is a feature, it means nothing unnecessary gets cooked.

Like the tip I just told jmgomes, to make sure it's really getting cooked, put

cook.displaymode=3```
into `DefaultEngine.ini` and cook again, and check the logs to see if it's really getting cooked.
cold turret
#

@tight galleon It sounds like perhaps the easiest first step is to configure that directory as AlwaysCook and go from there

#

It does spit out a uasset, but it's smaller in size

#

But it's odd to me that it would spit one out at all if it's not being cooked.

#

But I'm extremely new to UE4

#

@tight galleon Okay, so I modified the DefaultEngine.ini as you specified and sure enough the texture I added is not referenced by name anywhere in the output log

#

Oh god, I'm an idiot. You're exactly right Ari, I was still looking at the uncooked. I didn't navigate to the cooked folder. Yowza. I'll blame it on being tired. Thanks all for your help.

cold turret
#

Me too!

tight galleon
#

For anyone wondering what that number "3" does for display mode, here are the different options available explained:

0: No display
1: Display packages remaining,
2: Display each package by name
3: Both

woven escarp
# tight galleon Getting cooked but not packaged? How are you determining that they're getting co...

So I can see the assets being cooked in the log by enabling that option when I tell them to be cooked and I don't see it when I dont. How would you open the DevelopmentAssetRegistry.bin with the Asset Audit? I have no clue.
Also I have a question just to make sure, assets need to be cooked in order for them to appear in "Standalone Game" arent they? That's what made me think that it should be another "stage" for the asset in a package, because they do appear to be cooked based on that :/

viscid ibex
#

Hey,
I am trying to add OnlineSubSystemRedpointEOS free edition plugin to my project. Plugin works fine but when I try to package the project it gives me error

UATHelper: Packaging (Windows (64-bit)):   ERROR: Missing precompiled manifest for 'OnlineSubsystemRedpointEOS'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in OnlineSubsystemRedpointEOS.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'OnlineSubsystemRedpointEOS'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in OnlineSubsystemRedpointEOS.build.cs to override.

I tried to add PrecompileForTargets = PrecompileTargetsType.Any; and I also added the plugin to both engine folder and project folder. But nothing seems to work and I still get this error. Does anyone know what I should do?

past forum
#

I just build my game. And when trying to open it I got this error. Do I manually have to add the houdiniengine folder to the build files?

#

Ifso where do I put it?

woven escarp
valid nimbus
#

I keep getting this error everytime I try to package my project

woven escarp
# valid nimbus

It's saying to you that you have referenced UnrealEd (the unreal editor module) which is not suitable for packaged builds. You have to take rid of it or set a condition in your build.cs
Something like


  if (Target.bBuildEditor) {    PrivateDependencyModuleNames.Add("UnrealEd");    
        }

Then if you reference it in your code you have to use the WITH_EDITOR preprocessor instruction

past forum
#

@woven escarp

woven escarp
past forum
#

can't find a plugin folder in my project though

haughty crypt
#

<@&213101288538374145>

#

Would highly recommend to add a function to @stuck dagger which auto bans after.. say 3 @everyone pings

#

Anyways, got a question about packaging.
Will every single content you are having in your project be shipped or will it only do that for the ones which are actually used somewhere, if it's just a reference through a BP or literally placed in the world.. ?

woven escarp
past forum
woven escarp
# haughty crypt That helps, thanks

You may also want to watch this https://www.youtube.com/watch?v=9MGHBU5eNu0
A lot of comments that makes everything clear. That helped me a lot to get my head around the AssetManager and the FAssetRegistry

This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We'll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager - including Blueprint nodes for Asynchronous Loading. We'll also di...

▶ Play video
dull dragon
#

After packaging my game and running it, I see in the logs "LogLoad: Error: Failed to enter /Game/Maps/MainMenu: . Please check the log for errors." The MainMenu loads just fine and works. Anyone seen anything like that before? And yes I see this in the logs where it says check the logs. LOL

#

BTW, the Main Menu is the default map to load.

dull dragon
#

Also also, I am using my Game Instance to load my saved game data which has my character info saved in it. When I load my saved data in a packaged game all I get is a Fatal Error. When I run the same code in the editor it works just fine. What could I provide to help better ascertain what is causing the crash in a packaged game vs in the editor?

#

The log says:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
After some research, it appears this means something is null. Is there a way to determine what that null thing is?

winged moss
#

yeah, the callstack

dull dragon
#

ok I can get that from the logs...one moment...

#

This is the callstack right after the access violation. I have looked through multiple times, but unable to see what the actual thing is causing the issue. Perhaps someone can see something I am missing:

winged moss
#

and what does your player controller BP's construction script look like

#

the log file should actually print a script callstack

dull dragon
#

is the above what was attached not the callstack in question? if not, I am more than willing to get something more specific.

dull dragon
#

and to answer the construction script for my MainMenu Player Controller
Constructor -> Switch Has Authority -> Authority -> Get Game Instance -> Cast -> Load Player Save Game -> Load Game Settings (Volumes/Mouse)

winged moss
#

I really wouldn't do that in a construction script

#

begin play? maybe. save game isn't the best place for preferences like that though since binary save files aren't user editable

#

and why would that even have an authority check? lol

dull dragon
#

you definitely have asked questions I have asked myself. I was not sure if that was correct. let me juggle around and see if I can help this....

#

I was trying to not change too many things at once to make sure I knew what had changed and my testing/debugging was more systematic

dull dragon
#

What is odd to me, is this works in editor or stand alone, but when I package the game that is when I start getting this issue.
If I do NOT have the save game files get loaded (I bypass the logic and the logic that uses that data) everything works just fine.
How very odd.

viscid ibex
grave verge
#

hlo
sir/mam, i m a beginner game developer and want to release a game but but facing a problem with new google pad system where obb is released via different delivery mode .plz help
thanks.
some information that u might need-
unreal engine 4.27
game size 350 mb
uploading to google play console
plz check image

i have gone through documentation of unreal about google play asset delivery reference.
thanks again for ur time.

gloomy garnet
#

Hi guys. Does anyone have some good tutorial links to unreal multiplayer for mobile? Thanks

golden wraith
#

Hi! when do you recommend to package your game? when 90% of it is done or very early?

mellow bane
#

Very early

#

You should test-package your game at least once a week to ensure it runs without issues

weak scaffold
#

Yep. Easier to fix something when it breaks, rather than digging through a dumpster fire days before release

mellow bane
#

It's also a lot easier to revert changes made yesterday than changes made a mont hago

weak scaffold
#

Exactly

plucky timber
#

how much longer compress content is actually making it?

weak scaffold
#

It depends on your target system and game. Only way to know accurately is to try both and time it. Then you’ll also have an idea on how much space it actually saves too

golden wraith
plucky timber
#

it runs out of memory and fails to build

#

deleting saved intermediate folders helped me b4

#

anything else i can do?

main pond
#

Do any of you guys have any idea how to deal with these?

#

"Unable to find package for cooking"

#

The packages references are BP classes that have long been deleted, and I am pretty sure no other BP classes rely on them.

#

But I, for the love of god, can't figure out where the packager is still getting these names from.

#

They should not exist, anywhere. They shouldn't be referenced by anything, but the packager log doesn't tell me what referenced them, so I have absolutely no idea where to start searching for those references 😦

#

redirectors are fixed, no BPs have any errors, I even nuked saved and intermediate folders, still no luck

next dome
#
note: in instantiation of function template specialization 'Async<(lambda at D:/x/Private/GoogleSpeechRecognition.cpp:214:40)>' requested here
Log          UATHelper            Package Plugin Task (Windows):         Async(EAsyncExecution::ThreadPool, [GoogleSTTConfig, BlueprintNode]() {

and

note: candidate template ignored: substitution failure [with FunctorType = (lambda at D:/xxx/GoogleSpeechRecognition.cpp:214:40)]
Log          UATHelper            Package Plugin Task (Windows):                     >::Type Bind(FunctorType&& InFunc)

Trying to package a plugin and keep hitting that

#

Works fine if I package the whole game

woven escarp
#

hey @tight galleon I was able to open the AssetRegistry.bin (thanks to a tencent tool) and I can see how those assets are cooked, but still they arent present in the package. Any hints?

loud violet
#

Hey peeps. Someone redirected me here to ask about materials and packaging. Essentially, I would like to have Material 1 applied to a mesh on Windows, but on Android I'd like Material 2 instead. One being translucent, the other not. Hence I cannot use FeatureSwitch nodes. How would I go about implementing a selection for the operating system, without it being at runtime (so that on Android, Material 1 is not included in the package at all)

mellow bane
#

You actually can use feature switch here

loud violet
#

how so? theres no node's for BlendMode

mellow bane
#

Set the shading model to "from material attributes" and try outputing the proper one based on feature

loud violet
#

yes, the shading model. But I am talking about the BlendMode (Translucent vs Masked or Additive)

#

Also, sadly the shading model "unlit" is unavailable in the From Material Attributes feature

#

which would have been an alternative

mellow bane
#

Ahh, neverminded then

loud violet
#

So I could just make two materials and in some actor apply the correct one based on platform

#

but that does neither sound clean, not easily maintainable and it also would include both materials in both packages

mellow bane
#

So first you can filter materials in packaging by putting them in a folder with the platform name, so that's not a concern

loud violet
#

Is that some feature I don't know of?

#

So even if I have a material referenced on Windows, which is in a folder called Android (for example), what would happen? It would just not actually be there?

#

that'd be at least one concern less

mellow bane
#

Haven't tried that in some time, but IIRC yes the Android folder would be skipped on PC

woven escarp
#

@loud violet you should be able to use the AssetManager to manage that

loud violet
#

cool, will google that. I'm pretty new to all this. Just got tasked with porting our high end desktop PC VR app to Quest. Fun times 🙂

mellow bane
#

Make sure to check the packaging log folder for the final asset list

#

Pretty essential tool

woven escarp
#

Somewhere inside this video they mention a few hooks to do it

loud violet
#

awesome, thanks a lot guys. Still worried about the overhead of having to select the correct material at runtime though. Wish there was a Material select based on feature level.

woven escarp
#

If you use the AssetManger it isnt a runtime though

#

But at cook tme

loud violet
#

oh, then I misunderstood what you were saying with I should try the asset manager

#

I thought that would only be handy for having a runtime selected material, where one would just be not in the package to begin with (due to the asset manager)

woven escarp
#

There are functions that are called when cooking

#

Yeah, but you dont really need it for doing it a runtime

loud violet
#

Cool, that sounds like it could be exactly what I need then. Will check it out 🙂

woven escarp
mellow bane
#

The packaging logs somewhere in app data have master lists of all assets included in packaging

woven escarp
#

Oh that one may be useful for my issue. Will try to find it out. Thanks!

mellow bane
#

It's in Roaming / unreal engine / automation IIRC ?

#

Don't have the engine here

#

But there's an uasset (content) and non uasset list

woven escarp
#

But Roaming where? Do you recall? Like inside of the Engine's directory?

#

Im using a custom build

tight galleon
woven escarp
mellow bane
tight galleon
woven escarp
woven escarp
tight galleon
woven escarp
#

That's my thinking as well but how it would work in the other scenarios? That I cant explain

tight galleon
viscid ibex
south jacinth
#

Hey guys. Tring to build my project from Launcher version using a command, but keep getting an error with some Includes.
It does work well from editor or if I build using git version and a command line.

What may be the reason of this error? Not sure what it means..

woven escarp
woven escarp
winged moss
#

though it's free edition so no support

viscid ibex
winged moss
#

well the free edition doesn't include source, so you'll likely be pretty stuck without coughing up the cash for it

viscid ibex
winged moss
#

well did you install it to project or engine? this likely matters when using the binary engine

white latch
#

I'm getting this error (multiple times):

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/BlockoutToolsPlugin/Blueprints/Blockout_Box' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: [long list of valid roots]

This is when the BlockoutTools plugin is either disabled or enabled.

I want to completely get rid of BlockoutToolsPlugin and everything that relies on it. How do I figure out what is using it? Presumably that information should be available to whatever is spitting out that error...

winged moss
#

well that makes no sense

#

and when it's precompiled with a binary engine, you'll want to put it in the engine only

viscid ibex
lament acorn
#

How would I rename the display name of my game? Ie I want to change it from ProjectName to Project Name. I don't particularly want to rename everything else in the project, just what's displayed in the title bar in windowed mode and when you highlight the icon on the task bar

dim breach
#

I have the same fatal crash in a UE5EA2 project, except no packaging errors

viscid ibex
winged moss
#

Then it wasn’t installed to the engine

zenith summit
lament acorn
#

ah thanks!

random ridge
#

When I’m finding assets using ConstructorHelpers in C++, is there any way to tell it to put it into a specific chunk other than chunk 0? It seems despite having a PrimaryAssetLabel with priority 1, it still puts the assets into chunk 0.

viscid ibex
dark trench
#

When i try to package my Project I get this Error :

PackagingResults: Error: System.ArgumentException: Ein Element mit dem gleichen Schlüssel wurde bereits hinzugefügt. (English Translation: An Element with the same key has already been added)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

i came up that the problem is caused by the Imposter Baker Plugin by Ryan Brucks, ... alteast it worked out for me when i removed all plugin files from my project

#

but i would like to use it ... and i have no idea how i can find out what the problem is since the Error is "Unknown"

marsh kayak
#

Hi,
I would like to set r.MobileHDR setting before cooking for PC and mobile project. I tried to set it in the Platform folder in platform config files but it didn't help. Can somebody help me to know how I can do it with Buildgraph or some other way?

proper nexus
#

I packaged game to Linux from Windows machine.

#

Do I need to built Unreal Engine from source code ?

mellow bane
#

The instructions in the engine documentation work

#

No engine sources, just the Linux module in engine download options, and Epic's Linux toolchain from that doc page

fervent flame
#

Is exporting to HTML outdated? I understand 4.23 is when support was removed, but is there a more updated method or format to export to web?

fervent flame
mellow bane
#

Nope

#

There's Pixel Streaming though, which allows a dedicated rendering server to stream rendering to one browser instance

#

Bit of a different thing but it's the closest thing

fervent flame
#

Thank you, I'll take a look into that. Appreciate it.

stray current
#

When you load a map, you pass that options string to it. When you load another map with Absolute, you delete that string and reset it with the new Load.

#

Not sure. Haven't tested that really. I've only ever used Absolute.

midnight anchor
#

Hi. What could probably be causing these problems when I am packaging a game? Actually it is a template that i have added a lot of stuff. I tried doing the base template with major mods and it works fine. But I just added a few stuff like weapon sway and weapon block. It seems to be causing a lot of packaging problems. Even adding assets such as animations. I tried finding the problem one by one but it has a different problem everytime I add something. Thank you

midnight anchor
#

ow I think it is ok now. I removed the underscore characters on the title of the project

lament tusk
#

Hey, Does anyone who uses the asset horror engine know why my game is not packaging? I tried a bunch of stuff and i am just not sure...

winged moss
#

How do you not know how to screenshot?

#

And a lot of useful information isn’t shown

lament tusk
#

@winged moss 1. i do but i already had the pic on my phone, 2. error is resolved.

hot pebble
#

Hi Guys. When I try to start my game after packaging, I'm getting this error message, and the game closes down. The names doesn't look like something I use in my game. Does anyone have a clue what this mean? I tried fixing all redirectories, removing plugins, and varifying the engine, nothing works

drifting thunder
#

Any ideas why a shipping build (of our server) would still include debug symbols? (.sym)

#

The filename SpacewalkServer-Linux-Shipping.sym seems paradoxical to me ...

mellow bane
#

Well you always always want to include symbols

#

How else will you debug ?

#

Just don't deploy them

#

Keep them for yourself so that crashes can be made sense of

drifting thunder
#

But the binary wont execute without the .sym file?

mellow bane
#

Sure it will

#

Same goes for shipping client builds, you always want to keep the PDB files for debugging crashes reported by clients, but you'd never ship them

drifting thunder
#

Aha. There was another issue preventing the server from starting and a warning about missing .sym file was the only output

hot pebble
winged moss
#

when you package your game you need to cook content, if you just build the exe then it's not going to be able to read the editor's uncooked content

hot pebble
winged moss
mellow bane
#

File -> Package

hot pebble
#

Thanks, will look into that 🙂

hot pebble
# mellow bane File -> Package

It’s just a little weird cause I have packaged the game hundreds of times before with no problems and no changes in package settings.. And all of a sudden it fails…

mellow bane
hot pebble
mellow bane
#

Well, yeah, that's how you do it

chilly wind
#

for andriod need key.keystore ?

crude granite
#

Basic question about packaging.

My use case is that I want to be able to have users download temporary, data-only hierarchies of game objects (3D assets, materials, textures, animation, Blueprints). E.g., users download package, use it for an hour, and then unload it, possibly downloading a new package right after, and without having to reboot the application.

.pak files containing DLC plugins seem to be the closest thing. Is there anything I'm missing here? Does the DLC plugin need to contain a C++ plugin class? Can it just contain Blueprint? Also, is there an accepted best practice for making DLC content that is forward compatible with future releases of the game build, or for forward-converting versions of objects from older version to newer version through registered serialization converters?

New to UE, so not sure I'm using the right words for the above.

winged moss
#

no because plugins can be content only

#

and the way to make it "forward compatible" is to never upgrade the engine

#

cooked content is pretty volatile to that

#

cooking content for a plugin is pretty much how modding works in every game that supports it

crude granite
#

never upgrade the engine, as in, the version of UE. but what about changes to custom classes in the built application?

winged moss
#

depends how extensive the changes are

crude granite
#

lets say Blueprint API changes, or changes to Blueprint Structs.

#

if I wanted to provide a way to convert older content plugins to a newer version of the engine, is it possible (despite it being difficult)? what would that tooling look like?

winged moss
#

it's literally just easier to recook

#

you'll want to provide a stable API though

#

adding is always going to be less problematic than removing, that applies to struct fields and functions

crude granite
#

it sounds like Blueprints aren't special here. In C++ I imagine I could create a custom Serialize() method, and call child functions to take the data to the latest version (e.g., Serialize_v0_to_v1, Serialize_v0_to_v2, etc.)... But it seems like there isn't that level of control for BPs, and that I'm forced to just add new classes, functions, and properties, and never remove old implementations for DLC I will ever want to load.

grand socket
#

Hi, my project runs perfectly in editor but in the build (0 errors) it crashes randomly when loading maps so often. Any tip?

tranquil dagger
#

Going to keep googling, but does this specific error ring a bell for anyone?
Packaging a Quest 2 UE5 VR template scene to apk.

UATHelper: Packaging (Android): ERROR: Command E:\Epic Games\UE_5.0EA\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 4, working dir = E:\Epic Games\UE_5.0EA\Engine\Extras\Android]
PackagingResults: Error: Command E:\Epic Games\UE_5.0EA\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 4, working dir = E:\Epic Games\UE_5.0EA\Engine\Extras\Android]

#

Pretty sure I've installed everything needed, have 28 SDK as awell as latest, and on SDK tools and NDK (side by side) I've downloaded everything with 21.4 and 28

tight galleon
grand socket
#

@tight galleon Where is that folder?

#

I looked for it in the build folders and the doc folders and couldn't find it

grand socket
tranquil dagger
#

Hmm, got SDK up and running but now I'm running into the assembleDebug cmd line on rungradle.bat
Trying Quest 2 packaging UE5 virtual reality templace
Gradle is installed and running according to "gradle -version", not entirely sure where it's going wrong

#

trying the same project in 4.27 to see if there's something with UE5...

tranquil dagger
#

Alright, giving up for the day. Searching around I've seen this bug happen to quite a few, in this channel as well. Seems like a lot of different types of answers on google that annoyingly helps a few and not others.
I think I need to start fresh. At this point I've also added and dropped so many different SDKs, NDKs and JDKs I'm not even sure which ones are working

zenith summit
# grand socket Hi, my project runs perfectly in editor but in the build (0 errors) it crashes r...
winged moss
#

though if it's startup you'd want to use -waitfordebugger too

#

would also help to see the stack trace if you have one

fallow shore
#

so I have an issue where I'm getting this error:

LogOutputDevice: Error: Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp] [Line: 67]```
#

I've found this thread mentioning some of the same (mine is happening when loading into editor from VS)

#

and I might have found the issue at hand... however, I'm not given the option to change it

#

this is unchangeable

#

so... what can be done in this situation?

open rapids
#

i added Paragon Serath asset to the project and it get an error Assertion failed: LoadedWorld [File:C:/UnrealEngine-4.26/Engine/Source/Runtime/Engine/Private/LevelActor.cpp] [Line: 1381]

any idea what the problem could be? i searched on google , other had got same problem but no solution

open rapids
#

Im about to lose my mind, every time I compile for quest 2 this happens:
java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7
Ive tried 3 different ndks
3 different java jdks
unreal 4, unreal 5, reinstalling android studio 4 android studio 3.5
nothing works, ive tried compiling for days now with no luck
google and discord history do jack all for this issue, does anyone know anything about this?

#

No clue what this is as well:

#

Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)

open rapids
#

Ive tried 2 more reinstalls now and read through a few hundred threads on the unreal forum, I really hope someone has a solution for this.

#

is there a gradle somewhere?

split sapphire
#

Hi everyone. I encountered a strange problem.

At the end of the packaging, it stucks at "Waiting for child process to complete" and it's going forever.

I've done everything that I found on Google like deleting Saved, Binaries, Intermediate folders

#

Any solution??

mellow bane
#

Did you try simply wait ? What's the packaging log like ?

split sapphire
tranquil dagger
#

@open rapids I have the exact same issue, and been trying to find the issue. Unfortunetely I haven't yet (currently trying install and activate different versions of gradle, but doesn't seem to change anything)

mellow bane
#

As far as Android stuff goes, make sure to use the exact version of software the release notes recommend

tranquil dagger
#

Going to go back and check all that with a fine comb, I've been adding and removing a bunch of stuff I have a hard time keeping track of what is actually running 😅

#

Is it, probbaly, safe to assume UE5 uses same requirements as 4.27?

mellow bane
#

No, it is not

#

Read the release notes

#

For UE5 sources, you're on your own entirely but I would expect it to not work at all for mobile anyway

tranquil dagger
#

Absolutely, we're currently using it mainly for Nanite as our company does some photogrammetry on large scale objects and I'm on my own time just investigating future avenues.

open rapids
#

I used the exact sdk and android studio yet still had the issue.

mellow bane
#

What's the full packaging log ?

open rapids
#

I'll check that in a bit and send it from the hate.bin website, teaching right now. Could it be related to 4.26?Thanks for wanting to check at least, really appricate it.

open rapids
#

I reset everything, reinstalled everything and have a new error now (The one posted above)

#

still related to gradle

#

trying jdk version 1.8 now as per reccomended in forum posts Ive found

#

tried clearing gradle cache, anything that has the word gradle in it on the ssd

#

tried java 18 and 17

#

same error.

#

Do I have to change the gradle setting maybe? Im completely lost.

pure ice
#

Does someone know what I need to do to NOT have to compile and packer shaders with a server package?

winged moss
#

doesn't it do that by default?

#

you usually do a separate cook for game servers

mellow bane
open rapids
#

@mellow bane

#

I dont think anything in my path would be strange here, but Im not sure. Ive rebooted since changes have occurred many times, so Im sure the PATH is also updated.

open rapids
#

I reinstalled some things again, still no luck, 4 days on this issue 12+ hours at this task later and its not working, same gradle error for now

#

even tried dming some people that had this issue, and tried to find someone that you can pay to fix this, cant find anyone who will do this no luck.

#

I think it comes down to gradle being the issue, I just cant find out how to change the gradle thats retrieved, if thats even the error

worn plaza
#

hi can i package ue4 game to android without ue 4?

open rapids
#

I've tried changing Gradle version inside gradle-wrapper.properties, but it reverts every time i build my project. Is there a way to make the auto generated z:/ drive gradle not be the wrong one but instead, one that is newer?

late knot
#

Does anyone know what this means? (This is my first time packaging a game)

mellow bane
late knot
#

Actually I just managed to fix it, thanks

open rapids
#

Managed to fix it.

#

Thanks for attending to so many messages @mellow bane Appreciate the attempt to help. I uninstalled Unreal, purged all Android SDK folders, all .grade cache folders and followed a different tutorial, after 6-12 hours of clicks it works.

mellow bane
#

Sorry it was so bad !

open rapids
#

Yeah it totally launches now, feels so good.

#

Most relaxed Ive felt all day lol

#

Ive learned that JDK and or android and or gradle can be problematic, that is all lol, hopefully I can help the guy above that had a similar issue,

#

For anyone searching discord history for the problem, watch this video

#

In this video I will show you how to setup Unreal Engine with the Android Studio to build and deploy all your sweet developed games directly on your Quest 2. I was not able to find a nice Tutorial how to do that with UE 4.27 and I wanted to use the production ready openXR plugins soo. Enjoy watchin!

Twitch
https://www.twitch.tv/erikengineengin...

▶ Play video
fallow shore
#
Error: Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp] [Line: 67]```
getting this issue when packaging for shipping. I have no clue how to resolve this as blackboardkeys always have the same default value of "none"
pure ice
# winged moss doesn't it do that by default?

Hm apparently not, I do a separate cook with this cmd line:

$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.bat BuildCookRun -nocompileeditor -noP4 -project="$PROJECT_ROOT/$PROJECT_NAME.uproject" -cook -stage -archive -archivedirectory="$PROJECT_ROOT/Build/LinuxServer/LinuxServer" -package -serverconfig=Development -pak -prereqs -targetplatform=Linux -build -server -utf8output -noclient -CrashReporter
winged moss
#

how did you verify shaders were being cooked for dedicated?

#

pak file contents?

#

because for us, it's definitely different in terms of file size. server is 6GB (both windows and linux) and client is 42GB

pure ice
#

Well, the logs said it's compiling shaders, the package is smaller, yes but why is it compiling them if they are not needed ^^

mellow bane
#

Show your .uproject and .build.cs

#

"DeveloperSettings" ?

vital creek
#

despite the name that's a runtime module

mellow bane
#

Nah

#

Yeah, just confirmed that

vital creek
#

I've definitely thought the same before... but you wouldn't be able to access settings set in the editor at runtime without it 😛

mellow bane
#

As far as I can tell those are fine, check the secondary game modules like Modding etc

#

I would also triple check those UnrealEd deps that supposedly are editor only

#

Like try removing them

#

No from your files

#

build.cs:36

#

Failing that well, time to debug UAT I guess ? Not seeing anything obvious

vital creek
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wait do you have a single target instead of a separate editor target?

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what's with the bBuildEditor in the normal target then. I don't think that'd cause issues, but it seems odd to me.

mellow bane
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^

vital creek
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might as well rule it out

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That should be fine

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you could try just to see if it works though

mellow bane
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Fairly sure all of them are

vital creek
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WindowsTargetPlatform?

winged moss
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though what's WindowsTargetPlatform doing in there

vital creek
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glad I wasn't the only one to find that odd

mellow bane
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Dunno what that one does

winged moss
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you shouldn't need it ever

mellow bane
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Engine/Source/Developer/Windows/WindowsTargetPlatform

winged moss
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I'm guessing this is a game that's only literally going to be on one platform I guess, and that's Windows and Steam

vital creek
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I'm guessing that module adds target platform stuff to the editor or something

winged moss
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yes it does, all platforms have a module like it

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how is that even related to that

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well I just accidentally clicked your TD's linkedin page while logged in lol

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Sunny, the TD, I thought it would link to a twitter

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the annoying thing is when you view someone's linkedin while logged in, it has a chance it'll tell them who viewed it with a notification

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and yeah, it's almost always better just to have an Editor.Target.cs for defining the editor-specific modules

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we have 4 but will probably get rid of the Client one eventually

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bIsEngineInstalled is a bit of red flag too, since I imagine there's some hybrid binary build and custom source build going on

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you either do it or you don't most of the time

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that's why you use UGS dammit

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I'm not angry, but I'd probably get frustrated with builds setup similarly if I was doing some contract work

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yeah, as long as your TD doesn't have too much of an ego

tall comet
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hey thx

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It's probable

winged moss
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it's not that hard to find

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nope, dragonhell is forever shrouded in mystery

tall comet
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Yea so fyi actually since I was going to ask about this and it's related to topic up there ^^, WindowsTargetPlatform wasn't for day night cycle, I actually have no idea why that referenced that, It was so that I could change RHI in GameUserSettings, likely a janky ass way to do that

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// Set New DefaultRHI (Rendering Mode)
UWindowsTargetSettings* WinTargetSettings = GetMutableDefault<UWindowsTargetSettings>();
WinTargetSettings->DefaultGraphicsRHI = GFXSettings.RenderingMode;
WinTargetSettings->SaveConfig();
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Couldn't find any info at all about it or alternatives other than actually booting with an arg

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I was doing a few funky things it seems but that was the intent ^^

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ah doh :p

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Looking at that code, I have no idea why i'm even accessing WinTargetSettings, i'm just saving a config, can probs just access the same config via GConfig or something lolz

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O ye - copy paste go brr

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Anybody know if there's an arg for RunUAT.Bat to set the staging directory? I see that you can set it in project settings but am wondering if there's a way to do it when running the command?

vital creek
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for buildcookrun you can use -stagingdirectory="some/path"

tall comet
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o neat, I probs should have tried that before I asked 😂 kind of is in the name

winged moss
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also the nuclear option for overriding ini settings with UAT is the -ini command line param

tall comet
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tysm for the help guys <3

zenith summit
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Anyone have an idea why I might be getting the following error during packaging?
https://pastebin.com/ZFgtZZxq
I copied the project, which uses the 4.27.1 binary Engine (with no packaging problems), into the same folder as \Engine and GenerateProjectFiles.bat, ran the latter, built a Debug Editor build, then tried to package a Debug build.

winged moss
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it's using debug commandlet as well? did you try cooking with development editor?

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unless your project has really weird issues going on with GC but that would show up in a binary build too

zenith summit
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I didn't try cooking with Development Editor using the source build; with the binary engine I usually package DebugGame. For a few days now we have had a particular map, with the same GameMode settings as the other maps, loading the Controller but not the Character, which is what I'm trying to debug.

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Thing is, I got this error even when I tried packaging a revision from before the problem appeared. Right now I'm downloading the engine source anew in case I somehow messed up updating it from 4.27 to 4.27.1 (don't see how but heck).

winged moss
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well it's running UE4Editor-Win64-Debug-Cmd.exe for the cook process

zenith summit
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So I should first cook with Development Editor and only then try to package a Debug build?

winged moss
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well if you build Development Editor, it should have UE4Editor-Win64-Cmd.exe

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which is what the binary engine would run

zenith summit
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Hm, okay. I'll try building Development Editor and packaging with that. Thanks for the pointer.

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Wish I hadn't deleted the repo now, ha.

odd marsh
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Hello, when i package my build im getting an error when spawning an actor with a trigger, but it doesn't happen in the editor, maybe someone know why is that?, thanks

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Assertion failed: BlendSpace != nullptr [File:D:/build/++UE5/Sync/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_BlendSpaceGraphBase.cpp] [Line: 13]
This is the error i get, the game closes after it

odd marsh
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I finally solved it, i changed a blendspace for a blendspace player in the animation blueprint

coarse fiber
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So when I package my game, it always crashes when it starts and all I'm left with is a bunch of unknown errors. Does anybody know what could be causing this? The logs don't give me any useful info. I get no crashes when I play in the editor.

zenith summit
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@winged moss Thank you so much, was able to cook successfully by doing it from a Development Editor build and debug the problem.

coarse fiber
indigo plume
dusky fossil
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I'm still struggling on how to read in custom parameters that are set when running the Unreal Build Tool and then pass them on to become #defines that I can use in C++ to strip out certain parts of the code. Can anyone give some examples?

winged moss
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I gave you the example in #cpp earlier

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you pass the parameters to BuildCookRun

dusky fossil
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@winged moss oh I see that now
Sorry this is a really basic question but where does that code go? I've never really customized MyProj.Target.cs before

[CommandLine("-BetaBuild")]
protected bool IsBetaBuild = false;
winged moss
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it's a C# property